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/cvs/deliantra/server/server/disease.C
Revision: 1.19
Committed: Mon Feb 5 02:07:40 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_0
Changes since 1.18: +5 -5 lines
Log Message:
remove many strcmps on shstr, added fast strcmp wrapper that only etsts for inequality

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */
24
25 /* This file contains all the code implementing diseases,
26 except for odds and ends in attack.c and in
27 living.c*/
28
29
30
31 /*
32
33 For DISEASES:
34 Stat Property Definition
35
36 attacktype Attack effects Attacktype of the disease. usu. AT_GODPOWER.
37 other_arch Creation object created and dropped when symptom moved.
38 title Message When the "disease" "infects" something, it will
39 print "title victim!!!" to the player who owns
40 the "disease".
41 wc+ Infectiousness How well the plague spreads person-to-person
42 magic+ Range range of infection
43 Stats* Disability What stats are reduced by the disease (str con...)
44 maxhp+ Persistence How long the disease can last OUTSIDE the host.
45 value TimeLeft Counter for persistence
46 dam^ Damage How much damage it does (%?).
47 maxgrace+ Duration How long before the disease is naturally cured.
48 food DurCount Counter for Duration
49
50 speed Speed How often the disease moves.
51 last_sp^ Lethargy Percentage of max speed--10 = 10% speed.
52
53 maxsp^ Mana deplete Saps mana.
54 ac^ Progressiveness How the diseases increases in severity.
55 last_eat*^ Deplete food saps food if negative
56 last_heal GrantImmunity If nonzero, disease does NOT grant immunity
57 when it runs out
58
59 exp experience experience awarded when plague cured
60 hp*^ ReduceRegen reduces regeneration of disease-bearer
61 sp*^ ReduceSpRegen reduces spellpoint regeneration
62
63 name Name Name of the plague
64 msg message What the plague says when it strikes.
65 race those affected species/race the plague strikes (* = everything)
66 level Plague Level General description of the plague's deadliness
67 armour Attenuation reduction in wc per generation of disease.
68 This builds in a self-limiting factor.
69
70
71 Explanations:
72 * means this # should be negative to cause adverse effect.
73 + means that this effect is modulated in spells by ldur
74 ^ means that this effect is modulated in spells by ldam
75
76 attacktype is the attacktype used by the disease to smite "dam" damage with.
77
78 wc/127 is the chance of someone in range catching it.
79
80 magic is the range at which infection may occur. If negative, the range is
81 NOT level dependent.
82
83 Stats are stat modifications. These should typically be negative.
84
85 maxhp is how long the disease will persist if the host dies and "drops" it,
86 in "disease moves", i.e., moves of the disease. If negative, permanent.
87
88
89 value is the counter for maxhp, it starts at maxhp and drops...
90
91 dam if positive, it is straight damage. if negative, a %-age.
92
93 maxgrace how long in "disease moves" the disease lasts in the host, if negative,
94 permanent until cured.
95
96 food if negative, disease is permanent. otherwise, decreases at <speed>,
97 disease goes away at food=0, set to "maxgrace" on infection.
98
99 speed is the speed of the disease, how fast "disease moves" occur.
100
101 last_sp is the lethargy imposed on the player by the disease. A lethargy
102 of "1" reduces the players speed to 1% of its normal value.
103
104 maxsp how much mana is sapped per "disease move". if negative, a %-age is
105 taken.
106
107 ac every "disease move" the severity of the symptoms are increased by
108 ac/100. (severity = 1 + (accumlated_progression)/100)
109
110 last_eat increases food usage if negative.
111
112
113
114 For SYMPTOMS:
115
116 Stats modify stats
117 hp modify regen
118 value progression counter (multiplier = value/100)
119 food modify food use (from last_eat in DISEASE)
120 maxsp suck mana ( as noted for DISEASE)
121 last_sp Lethargy
122 msg What to say
123 speed speed of movement, from DISEASE
124
125
126 */
127
128
129 #include <global.h>
130 #include <object.h>
131 #include <living.h>
132 #include <sproto.h>
133 #include <spells.h>
134 #include <sounds.h>
135 #include <skills.h>
136
137 /* IMPLEMENTATION NOTES
138
139 Diseases may be contageous. They are objects which exist in a player's
140 inventory. They themselves do nothing, except modify Symptoms, or
141 spread to other live objects. Symptoms are what actually damage the player:
142 these are their own object. */
143
144 /* check if victim is susceptible to disease. */
145 static int
146 is_susceptible_to_disease (object *victim, object *disease)
147 {
148 if (!QUERY_FLAG (victim, FLAG_ALIVE))
149 return 0;
150
151 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
152 return 1;
153
154 if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD))
155 return 1;
156
157 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
158 return 1;
159
160 return 0;
161 }
162
163 int
164 move_disease (object *disease)
165 {
166 /* first task is to determine if the disease is inside or outside of someone.
167 * If outside, we decrement 'value' until we're gone.
168 */
169
170 if (disease->env == NULL)
171 { /* we're outside of someone */
172 if (disease->stats.maxhp > 0)
173 disease->value--;
174
175 if (disease->value == 0)
176 {
177 disease->destroy ();
178 return 1;
179 }
180 }
181 else
182 {
183 /* if we're inside a person, have the disease run its course */
184 /* negative foods denote "perpetual" diseases. */
185 if (disease->stats.food > 0)
186 {
187 disease->stats.food--;
188
189 if (disease->stats.food == 0)
190 {
191 remove_symptoms (disease); /* remove the symptoms of this disease */
192 grant_immunity (disease);
193 disease->destroy ();
194 return 1;
195 }
196 }
197 }
198
199 /* check to see if we infect others */
200 check_infection (disease);
201
202 /* impose or modify the symptoms of the disease */
203 if (disease->env && is_susceptible_to_disease (disease->env, disease))
204 do_symptoms (disease);
205
206 return 0;
207 }
208
209 /* remove any symptoms of disease
210 * Modified by MSW 2003-03-28 do try to find all the symptom the
211 * player may have - I think through some odd interactoins with
212 * disease level and player level and whatnot, a player could get
213 * more than one symtpom to a disease.
214 */
215
216 int
217 remove_symptoms (object *disease)
218 {
219 object *symptom, *victim = NULL;
220
221 while ((symptom = find_symptom (disease)) != NULL)
222 {
223 if (!victim)
224 victim = symptom->env;
225
226 symptom->destroy ();
227 }
228
229 if (victim)
230 victim->update_stats ();
231 return 0;
232 }
233
234 /* argument is a disease */
235 object *
236 find_symptom (object *disease)
237 {
238 object *walk;
239
240 /* check the inventory for symptoms */
241 for (walk = disease->env->inv; walk; walk = walk->below)
242 if (walk->name == disease->name && walk->type == SYMPTOM)
243 return walk;
244 return NULL;
245 }
246
247 /* searches around for more victims to infect */
248 int
249 check_infection (object *disease)
250 {
251 int x, y, range, mflags;
252 maptile *map, *map2;
253 object *tmp;
254
255 range = abs (disease->magic);
256
257 if (disease->env)
258 {
259 x = disease->env->x;
260 y = disease->env->y;
261 map = disease->env->map;
262 }
263 else
264 {
265 x = disease->x;
266 y = disease->y;
267 map = disease->map;
268 }
269
270 if (!map)
271 return 0;
272
273 for (int i = x - range; i <= x + range; i++)
274 for (int j = y - range; j <= y + range; j++)
275 {
276 sint16 i2, j2;
277 mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
278
279 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE))
280 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above)
281 infect_object (tmp, disease, 0);
282 }
283
284 return 1;
285 }
286
287
288 /* check to see if an object is infectable:
289 * objects with immunity aren't infectable.
290 * objects already infected aren't infectable.
291 * dead objects aren't infectable.
292 * undead objects are infectible only if specifically named.
293 */
294 int
295 infect_object (object *victim, object *disease, int force)
296 {
297 object *tmp;
298 object *new_disease;
299
300 /* don't infect inanimate objects */
301 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
302 return 0;
303
304 /* check and see if victim can catch disease: diseases
305 * are specific
306 */
307 if (!is_susceptible_to_disease (victim, disease))
308 return 0;
309
310 /* roll the dice on infection before doing the inventory check! */
311 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
312 return 0;
313
314 /* do an immunity check */
315 if (victim->head)
316 tmp = victim->head->inv;
317 else
318 tmp = victim->inv;
319
320 /* There used to (IMO) be a flaw in the below - it used to be the case
321 * that if level check was done for both immunity and disease. This could
322 * result in a person with multiple afflictions of the same disease
323 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
324 * they were cast in that same order. Instead, change it so that
325 * if you diseased, you can't get diseased more.
326 */
327
328 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
329 {
330 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
331 return 0; /* Immune! */
332 else if (tmp->type == DISEASE && tmp->name == disease->name)
333 return 0; /* already diseased */
334 }
335
336 /* If we've gotten this far, go ahead and infect the victim. */
337 new_disease = disease->clone ();
338 new_disease->stats.food = disease->stats.maxgrace;
339 new_disease->value = disease->stats.maxhp;
340 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
341
342 /* Unfortunately, set_owner does the wrong thing to the skills pointers
343 * resulting in exp going into the owners *current* chosen skill.
344 */
345
346 if (disease->owner)
347 {
348 new_disease->set_owner (disease->owner);
349
350 /* Only need to update skill if different */
351 if (new_disease->skill != disease->skill)
352 new_disease->skill = disease->skill;
353 }
354 else
355 { /* for diseases which are passed by hitting, set owner and praying skill */
356 if (disease->env && disease->env->type == PLAYER)
357 {
358 object *player = disease->env;
359
360 new_disease->set_owner (player);
361
362 /* the skill pointer for these diseases should already be set up -
363 * hardcoding in 'praying' is not the right approach.
364 */
365 }
366 }
367
368 insert_ob_in_ob (new_disease, victim);
369 /* This appears to be a horrible case of overloading 'NO_PASS'
370 * for meaning in the diseases.
371 */
372 new_disease->move_block = 0;
373 if (new_disease->owner && new_disease->owner->type == PLAYER)
374 {
375 char buf[128];
376
377 /* if the disease has a title, it has a special infection message
378 * This messages is printed in the form MESSAGE victim
379 */
380 if (new_disease->title)
381 sprintf (buf, "%s %s!!", &disease->title, &victim->name);
382 else
383 sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name);
384
385 if (victim->type == PLAYER)
386 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
387 else
388 new_draw_info (0, 4, new_disease->owner, buf);
389 }
390 if (victim->type == PLAYER)
391 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
392
393 return 1;
394
395 }
396
397
398
399 /* this function monitors the symptoms caused by the disease (if any),
400 causes symptoms, and modifies existing symptoms in the case of
401 existing diseases. */
402
403 int
404 do_symptoms (object *disease)
405 {
406 object *symptom;
407 object *victim;
408 object *tmp;
409
410 victim = disease->env;
411
412 /* This is a quick hack - for whatever reason, disease->env will point
413 * back to disease, causing endless loops. Why this happens really needs
414 * to be found, but this should at least prevent the infinite loops.
415 */
416
417 if (victim == NULL || victim == disease)
418 return 0; /* no-one to inflict symptoms on */
419
420 symptom = find_symptom (disease);
421 if (symptom == NULL)
422 {
423 /* no symptom? need to generate one! */
424 object *new_symptom;
425
426 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
427 if (!is_susceptible_to_disease (victim, disease))
428 return 0;
429
430 /* check for an actual immunity */
431 /* do an immunity check */
432 if (victim->head)
433 tmp = victim->head->inv;
434 else
435 tmp = victim->inv;
436
437 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
438 {
439 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
440 if (tmp->name == disease->name && tmp->level >= disease->level)
441 return 0; /*Immune! */
442 }
443
444 new_symptom = get_archetype (ARCH_SYMPTOM);
445
446 /* Something special done with dam. We want diseases to be more
447 * random in what they'll kill, so we'll make the damage they
448 * do random, note, this has a weird effect with progressive diseases.
449 */
450 if (disease->stats.dam != 0)
451 {
452 int dam = disease->stats.dam;
453
454 /* reduce the damage, on average, 50%, and making things random. */
455
456 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
457 if (disease->stats.dam < 0)
458 dam = -dam;
459 new_symptom->stats.dam = dam;
460 }
461
462
463 new_symptom->stats.maxsp = disease->stats.maxsp;
464 new_symptom->stats.food = new_symptom->stats.maxgrace;
465
466 new_symptom->name = new_symptom->name_pl = disease->name;
467
468 new_symptom->level = disease->level;
469 new_symptom->speed = disease->speed;
470 new_symptom->value = 0;
471 new_symptom->stats.Str = disease->stats.Str;
472 new_symptom->stats.Dex = disease->stats.Dex;
473 new_symptom->stats.Con = disease->stats.Con;
474 new_symptom->stats.Wis = disease->stats.Wis;
475 new_symptom->stats.Int = disease->stats.Int;
476 new_symptom->stats.Pow = disease->stats.Pow;
477 new_symptom->stats.Cha = disease->stats.Cha;
478 new_symptom->stats.sp = disease->stats.sp;
479 new_symptom->stats.food = disease->last_eat;
480 new_symptom->stats.maxsp = disease->stats.maxsp;
481 new_symptom->last_sp = disease->last_sp;
482 new_symptom->stats.exp = 0;
483 new_symptom->stats.hp = disease->stats.hp;
484 new_symptom->msg = disease->msg;
485 new_symptom->attacktype = disease->attacktype;
486 new_symptom->other_arch = disease->other_arch;
487
488 new_symptom->set_owner (disease->owner);
489
490 if (new_symptom->skill != disease->skill)
491 new_symptom->skill = disease->skill;
492
493 new_symptom->move_block = 0;
494 insert_ob_in_ob (new_symptom, victim);
495 return 1;
496 }
497
498 /* now deal with progressing diseases: we increase the debility
499 * caused by the symptoms.
500 */
501
502 if (disease->stats.ac != 0)
503 {
504 float scale;
505
506 symptom->value += disease->stats.ac;
507 scale = 1.0 + symptom->value / 100.0;
508 /* now rescale all the debilities */
509 symptom->stats.Str = (int) (scale * disease->stats.Str);
510 symptom->stats.Dex = (int) (scale * disease->stats.Dex);
511 symptom->stats.Con = (int) (scale * disease->stats.Con);
512 symptom->stats.Wis = (int) (scale * disease->stats.Wis);
513 symptom->stats.Int = (int) (scale * disease->stats.Int);
514 symptom->stats.Pow = (int) (scale * disease->stats.Pow);
515 symptom->stats.Cha = (int) (scale * disease->stats.Cha);
516 symptom->stats.dam = (int) (scale * disease->stats.dam);
517 symptom->stats.sp = (int) (scale * disease->stats.sp);
518 symptom->stats.food = (int) (scale * disease->last_eat);
519 symptom->stats.maxsp = (int) (scale * disease->stats.maxsp);
520 symptom->last_sp = (int) (scale * disease->last_sp);
521 symptom->stats.exp = 0;
522 symptom->stats.hp = (int) (scale * disease->stats.hp);
523 symptom->msg = disease->msg;
524 symptom->attacktype = disease->attacktype;
525 symptom->other_arch = disease->other_arch;
526 }
527 SET_FLAG (symptom, FLAG_APPLIED);
528 victim->update_stats ();
529 return 1;
530 }
531
532
533 /* grants immunity to plagues we've seen before. */
534 int
535 grant_immunity (object *disease)
536 {
537 object *immunity;
538 object *walk;
539
540 /* Don't give immunity to this disease if last_heal is set. */
541 if (disease->last_heal)
542 return 0;
543 /* first, search for an immunity of the same name */
544 for (walk = disease->env->inv; walk; walk = walk->below)
545 {
546 if (walk->type == 98 && disease->name == walk->name)
547 {
548 walk->level = disease->level;
549 return 1; /* just update the existing immunity. */
550 }
551 }
552 immunity = get_archetype ("immunity");
553 immunity->name = disease->name;
554 immunity->level = disease->level;
555 immunity->move_block = 0;
556 insert_ob_in_ob (immunity, disease->env);
557 return 1;
558
559 }
560
561
562 /* make the symptom do the nasty things it does */
563
564 int
565 move_symptom (object *symptom)
566 {
567 object *victim = symptom->env;
568 object *new_ob;
569 int sp_reduce;
570
571 if (victim == NULL || victim->map == NULL)
572 { /* outside a monster/player, die immediately */
573 symptom->destroy ();
574 return 0;
575 }
576
577 if (symptom->stats.dam > 0)
578 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
579 else
580 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
581
582 if (symptom->stats.maxsp > 0)
583 sp_reduce = symptom->stats.maxsp;
584 else
585 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
586 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce);
587
588 /* create the symptom "other arch" object and drop it here
589 * under every part of the monster
590 * The victim may well have died.
591 */
592
593 if (victim->map == NULL)
594 return 0;
595 if (symptom->other_arch)
596 {
597 object *tmp;
598
599 tmp = victim;
600 if (tmp->head != NULL)
601 tmp = tmp->head;
602 for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more)
603 {
604 new_ob = arch_to_object (symptom->other_arch);
605 new_ob->x = tmp->x;
606 new_ob->y = tmp->y;
607 new_ob->map = victim->map;
608 insert_ob_in_map (new_ob, victim->map, victim, 0);
609 }
610 }
611 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
612
613 return 1;
614 }
615
616
617 /* possibly infect due to direct physical contact
618 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
619
620 int
621 check_physically_infect (object *victim, object *hitter)
622 {
623 object *walk;
624
625 /* search for diseases, give every disease a chance to infect */
626 for (walk = hitter->inv; walk != NULL; walk = walk->below)
627 if (walk->type == DISEASE)
628 infect_object (victim, walk, 0);
629 return 1;
630 }
631
632 /* find a disease in someone*/
633 object *
634 find_disease (object *victim)
635 {
636 object *walk;
637
638 for (walk = victim->inv; walk; walk = walk->below)
639 if (walk->type == DISEASE)
640 return walk;
641 return NULL;
642 }
643
644 /* do the cure disease stuff, from the spell "cure disease" */
645
646 int
647 cure_disease (object *sufferer, object *caster)
648 {
649 object *disease, *next;
650 int casting_level;
651 int cure = 0;
652
653 if (caster)
654 casting_level = caster->level;
655 else
656 casting_level = 1000; /* if null caster, CURE all. */
657
658 for (disease = sufferer->inv; disease; disease = next)
659 {
660 next = disease->below;
661
662 if (disease->type == DISEASE)
663 { /* attempt to cure this disease */
664 /* If caster lvel is higher than disease level, cure chance
665 * is automatic. If lower, then the chance is basically
666 * 1 in level_diff - if there is a 5 level difference, chance
667 * is 1 in 5.
668 */
669 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
670 {
671
672 remove_symptoms (disease);
673 cure = 1;
674
675 if (caster)
676 change_exp (caster, disease->stats.exp, caster->chosen_skill ? &caster->chosen_skill->skill : (const char *) 0, 0);
677
678 disease->destroy ();
679 }
680 }
681 }
682 if (cure)
683 {
684 /* Only draw these messages once */
685 if (caster)
686 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
687 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
688 }
689 return 1;
690 }
691
692 /* reduces disease progression: reduce_symptoms
693 * return true if we actually reduce a disease.
694 */
695
696 int
697 reduce_symptoms (object *sufferer, int reduction)
698 {
699 object *walk;
700 int success = 0;
701
702 for (walk = sufferer->inv; walk; walk = walk->below)
703 {
704 if (walk->type == SYMPTOM)
705 {
706 if (walk->value > 0)
707 {
708 success = 1;
709 walk->value = MAX (0, walk->value - 2 * reduction);
710 /* give the disease time to modify this symptom,
711 * and reduce its severity. */
712 walk->speed_left = 0;
713 }
714 }
715 }
716 if (success)
717 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
718 return success;
719 }